Fiora Remake

Contents

Introduction

This here is my Fiora remake. The remake is designed to make Fiora more viable in competitive play by changing her build path and attempting to create a viable niche for her to fill in lanes.

The build path I try to form is an AS/On-hit effect because on-hit builds are generally cheaper and more easier to stack defensive items. Overall, my hope is with the change to more attack speed, she will become tankier naturally.

As for her niche, I wanted her to be a strong duelist. Initially, I had a problem with making her able to kill anyone 1v1 because it would be hard to balance with my idea of not making her such a strong 'carry', so instead, I decided that her niche would be her strength against other DPS champions that relays on auto-attacks. Fiora would have a strong advantage against those type of champions.

Overall with these changes, her combine burst has gone up, defense has gone up, her utility for her team has gone up, and is more consistent now, but in exchange for that, her DPS damage and snowballing potential has been reduced.

I wanted to give Fiora a better niche to fill, or at least a define area where she can shine. This passive allows her to be stronger against weaken enemies. The remake is basically based around this passive and making the most of it's free damage on low health champions.

This innate is to give incentive build Attack Speed over AD. Because this is consider an on-hit effect, it doesn't scale with critical chance, life steal, or attack damage and doesn't effect structures, so it has many disadvantages compare to flat AD.

Jungling will be easier for Fiora now as Monster will have high health, allowing her to deal increase damage over time. The cap is set at 135 to prevent easy baron and dragon kills, sort of.

Will not proc life steal or spell vamp

Is not effected by critical chance

Scales off of flat missing health, not max health or a percentage of missing health

Meaning, the more health a champion has, the more potential damage this innate passive can deal

Does not effect structures (inhibitors, towers, nexus)

Innate passive is proc calculated after the damage of the auto-attack or ability

The innate passive will proc for Burst of Speed and Blade Watlz

Target's Missing Health

% Health Damage

Total Bonus Damage (lvl 1)

Total Bonus Damage (lvl 18)

100

3.5

11.5

53.5

250

8.75

16.75

58.75

500

17.5

25.5

67.5

1000

35

43

85

2000

70

78

120

3000

105

113

125

Lunge

RANGE: 600

COST: 55 / 60 / 65 / 70 / 75 mana

COOLDOWN: 18 / 16 / 14 / 12 / 10

Active: Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost.

Physical damage: 30 / 60 / 90 / 120 / 150 (+ 45% bonus AD)

Maximum physical damage: 60 / 120 / 180 / 240 / 300 (+ 90% bonus AD)

I want Fiora to have more utility for her team without making her too powerful. I figure a debuff like this would do the trick, improving her overall kit without giving her direct increase damage. This will allow Fiora a stronger chance to win small skirmishes during the early game, while providing something useful late game.

Another change I would do would be to to make this spell on cooldown after the first cast instead of the second. This mean it would not penalties the player for waiting the maximum time before using the second Lunge.

This should now become her first ability ranked up first, thus, allowing her to engage fights a lot sooner and at a higher rate.

Will proc spell vamp

Will not proc on-hit effects or life steal

Frozen Mallet and on-hit effects like Wits End will not proc

Pops Shield Shells

Each use counts as activating an ability

Meaning, can use Tri-Force twice within the four seconds, or gaining mana twice from tears of goddness

Cooldown begins after the first cast

Riposte

COST: 35 mana

COOLDOWN: 6

Passive: Fiora regenerates health over 6 seconds each time she performs a basic attack or Lunge. Striking champions will cause this effect to stack up to 4 times.

Heal: 2% / 2.75% / 3.5% / 4.25% / 5% of Fiora's maximum health

Active: Fiora parries the next basic attack within 1.5 seconds, reflecting magic damage back to the attacker and reducing their attack speed for 3 seconds. Works against champions and large monsters.

Magic damage: 85 / 125 / 165 / 205 / 245 (+ 100% AP)

Attack Speed Slow: 40% / 45% / 50% / 55% / 60%

This spell has receive the most buffs because I wanted to increase Fiora's defensive properties without having to increase base stats. Most of the buffs are targeted to early game to allow her to survive better. A skill Fiora will be a strong champion as the cooldown and mana cost of this ability has been lowered to allow free usage and being aggressive.

Something I didn't write but would add would be that the attack that is blocked will not proc any form of on-hit affect or ability affect.

Her old innate passive has been move here because I wanted this spell to be for players who wanted to be more defensive and survive the lane. The passive ability now remains useful throughout the game without being too OP at the early stages.

Another form of utility has been given, attack speed reduction. I did this because I feel like there should be a strong boost for Fiora if she succeed in blocking (similar like Noct and his spell shield). Also, with the increase utility, this gives Fiora a stronger niche where she can be viable in top lane.

This spell should be grabbed at level 1 or 2, but should be the last ability ranked up because you gain all it's utility at the first rank.

Will proc spell vamp

Pops Shield Shells and Black Shields

Attacks block will not proc ability or on-hit effect

For example, Udyr bear stance will not stun Fiora if the attack is blocked

The biggest change and the one I had the hardest time figuring what to do. Because the original ability gave so much attack speed, it was hard to give any incentive to build attack speed, so I scarped it. Instead of gaining a large amount of attack speed, she now just deals three hits in once. This way, this increases the value of on-hit effects for her, while still giving her incentive to build attack speed.

This ability counts as three hits, so it will apply on-hit effects three times, and proc Fiora's abilities (innate passive and Riposte healing passive). This should increase her burst and make Fiora a stronger trader.

The stacking movement speed has been replaced with a flat movement speed bonus in order to make Fiora more stable with her chasing. If she is able to land at least the first hit, she gains the bonus and can stick to her target long enough to deal some auto-attacks.

Because of the lost of the huge attack speed boost and refresher with kills, Fiora's carry potential has been decrease dramatically which I believe allows me to justify buffs in many other aspect. Also, the incentive of building AD has decrease as well.

The cooldown and mana cost has been lower to incentive players to use this spell often and aggressively. This should improve her mid game and make her damage consistent.

Scales with Total AD

Will proc life steal and on-hit effects (including both Fiora's innate and Riposte's passive)

Will proc oh-hit effects three times

Cannot critc

Will not Pops Shield Shells and Black Shields

Will reset the attack timer, allowing Fiora to deal 4 hits very quickly

Fiora can one shot wards with this ability

Target's Missing Health

Innate Passive Damage

Total Bonus Damage (lvl 1) x3

Total Bonus Damage (lvl 18) x3

100

3.5

34.5

160.5

250

8.75

50.25

176.25

500

17.5

76.5

202.5

1000

35

129

255

2000

70

234

360

3000

105

339

375

Blade Waltz

RANGE: 400

COST: 150 mana

COOLDOWN: 120 / 100 / 80

Active: Fiora removes all forms of debuffs on her and dashes around the battlefield for 1.25 seconds—becoming untargetable in the process—damaging random enemy champion(s) 5 times. Successive hits against the same target deal 25% damage. The first and last attack will be against the same target. Each strike applies on-hit effects.

Physical damage: 150 / 250 / 350 (+ 120% bonus AD)

Total single-target damage: 300 / 500 / 700 (+ 240% bonus AD)

Lower cooldowns for more frequent uses, and removes debuffs when using it to prevent exhaust and blinds from making it useless. The duration of which it last has been decrease to 1.25 seconds from ~2 seconds is to allow quicker burst while making it less of a defensive spell.

Base Damage has been reduce by a lot (150 at max rank) to reduce AoE damage and justify most of the other buffs in other skills and in this one. Singe target damage can be a lot stronger, depending on the missing health of the champion as on-hit effects are not effect by the reduce damage on same targets. Can easily deal more damage to single target.

This is meant to be a killing ability. Much of this abilities damage is associated with its passive now.

Each hit will proc life steal and on-hit effects (including both Fiora's innate and Riposte's passive)

Will proc oh-hit effects a total of five times

On-hit effects damage are not reduced at the same target

Will Pops Shield Shells

Will remove any form of debuff on her, like exhaust, blinds, poison, slow, snare, etc

However, if Fiora is unable to cast this spell due to a debuff or CC, she cannot remove the debuff, for example, if she is silence, stun, suppressed, etc.

Fiora does not need vision of the initial champion with her 5th strike, she will blink to that champion regardless of the range.

If he champion dies before the 5th strike, Fiora will attack the lowest health champion closest to her current position after the 4th strike.

New Activate Effect: Fiora next autoattack will strike thrice in one swift movement, dealing a total damage equal to a percentage of her attack damage, and grants her additional movement speed for 3 seconds. Each strike is treated as an autoattack.